GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf
Adobe just released an Apache-2.0 licensed reference implementation of the OpenPBR Surface standard, extracted from their in-house Eclair renderer.
Neat trick: the reference implementation cross-compiles for C++, GLSL, Cuda, Metal, and Slang!
github.com/adobe/openpb...
09.03.2026 17:01
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Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.
I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions.
irradiance.ca/posts/micros...
05.03.2026 21:49
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Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
YouTube video by Graphics Programming Conference
Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
05.03.2026 10:29
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Making Video Games in 2025 (without an engine)
Thoughts, tools, and libraries I use to make games
lovely old article by @noelfb.bsky.social is on the-orange-site www.noelberry.ca/posts/making... love it! one thing that struck me (re)reading it was that your goal makes a HUGE difference: are u making your own game tools *to make a game you have in mind* or *to make your own game tools*
02.03.2026 09:44
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Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026
27.02.2026 09:32
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Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...
23.02.2026 14:56
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How I made a shooter game in 64 KB
YouTube video by daivuk
Over the last year, I made a shooter game in 64 KB
youtu.be/qht68vFaa1M
18.02.2026 00:25
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I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book.
We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.
The book is now available on Amazon.
20.02.2026 17:10
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๐งต I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....
19.02.2026 02:13
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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...
17.02.2026 17:13
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"Project Echo" early pre-alpha footage
YouTube video by Molecular Matters
I've been working on something new since August 2025 and have decided to finally spill the beans:
Introducing "Project Echo", a deterministic Record & Replay tool for PS5:
www.youtube.com/watch?v=K_sd...
Please read the video description and let me know your brutally honest feedback!
12.02.2026 16:50
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
29.01.2026 12:22
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Short conclusion of this Weekend project using Claude Code:
It currently feels like it's going to be more like this for the majority of people for at least the nearest future, butchering the lovely graphic from @mjwhansen.com:
26.01.2026 09:21
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I made a directional noise type I call Phacelle Noise which is pretty fast!
Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...
#Graphics #Shaders #Shadertoy
22.01.2026 15:50
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This post shows how to get different constants for the R2 low discrepancy sampling sequence which have the same properties, but are smaller valued, so behave better in floating point at high sample counts.
www.martysmods.com/a-better-r2-...
20.01.2026 21:55
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Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
15.01.2026 15:11
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Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
12.01.2026 22:48
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A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
10.01.2026 21:07
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(Ab)using Shader Execution Reordering - Dieter's Blog
Notes on creative usage of shader execution reordering
New blog post is finally up: (Ab)using Shader Execution Reordering.
A bit of outside the box usage of SER (for better or worse).
debaetsd.github.io/posts/ser/
08.01.2026 18:59
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I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin
The video:
youtu.be/il-TXbn5iMA
06.01.2026 19:53
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The fact that the entire industry is now wasting time working on, integrating, analyzing, reviewing, and commenting on frame generation is so sad. Surely there are actually productive things we all can be doing instead.
06.01.2026 04:34
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How to Vulkan in 2026 - How to Vulkan
How to write Vulkan graphics code in 2026
My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com
I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
03.01.2026 18:15
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TinyDiffRast
A tiny course on differentiable rasterization.
This is a great introduction to differentiable / inverse rendering - rasterization specifically.
I've read through it and am currently working on implementing some things.
jjbannister.github.io/tinydiffrast/
02.01.2026 19:33
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Alex Tardif: Graphics Programmer
New post up!
Bindless Oriented Graphics Programming
alextardif.com/BindlessProg...
30.12.2025 21:45
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New post! "Realtime Raytracing in Bevy 0.18 (Solari)"
jms55.github.io/posts/2025-1...
27.12.2025 20:51
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